To break to lock on you you can do that whit a heat sink... now if I go silent running for like 5 to 10 seconds will that do the same effect ?... And this on a medium size ship.
I am asking for a friend...
I am asking for a friend...

To break to lock on you you can do that whit a heat sink... now if I go silent running for like 5 to 10 seconds will that do the same effect ?... And this on a medium size ship.
I am asking for a friend...![]()
That brings to mind a recent 'adventure' I had...Should work. Though losing your shields is quite a downside normally, especially if you're running for the slot and get the angle wrong![]()
That's why I wouldn't use SR - I often come into the station so fast that when the DC kicks in I still bounce off the end of the station - having no shields at that point would be ... unfortunateSR into the station in my Cutter full of "2nd Owner" goodies - overshoot the pad so let the DC take me back to it... Get bumped so hard on the pad by the DC that 15% hull lost (and I didn't skip 'hull day' either!) The price of laziness![]()
The heatsink solution is by far the best...It's for a silent built... not to do illegal traffic
No it's to make a combat ship but for them to lose the lock on you... combination of silent running and heat sink... but wanted to know if the 2 work the same... AKA target unlock.
Well indeed it's to have more pips for boost and weapons... and at the same time try to not get shot... Well will give it a try this evening... thanks for the info cmdr's.. o7The heatsink solution is by far the best...
SR works well too if you are confident (or mad - depending on viewpoint) enough to run a hull tank build - with the added benefit of plenty of spare pips for engine & weapons![]()
It is the trying not to get shot that is the really hard bit!Well indeed it's to have more pips for boost and weapons... and at the same time try to not get shot... Well will give it a try this evening... thanks for the info cmdr's.. o7